本篇教程由作者设定未经允许禁止转载。
该教程将翻译本mod的1.15.2-0.4.2版本下的配置文件的内容。
如果你不会修改配置文件,那么请看传送门。
世界配置
僵尸入侵配置
#安全日天数:如果你设置为3,世界建立的前3天不会有任何僵尸入侵事件(除非你用指令)。
#If you set to 3,then the first 3 day of the world will not have any zombie attack event.
#Range: 0 ~ 100
SafeDayLength = 3
#僵尸入侵的概率:安全日之后,每天发生僵尸入侵事件的概率指标,数值越大概率越大。
#The chance related to zombie attack event. the bigger the more chance it has(chance/100).
#Range: 0 ~ 100
ZombieAttackChance = 40
#僵尸生成的权重增长期:随着时间的推移,僵尸生成的权重会逐渐增大,设置为x,则到x天增加至最大值(后面保持这个值不再增加)。
#How many day will the spawn weight of zombie increase to max. If set to 0, then the initial spawn weight is max.
#Range: 0 ~ 100000
SpawnWeightIncDuration = 100
#是否开启一大波僵尸入侵:设置为true表示开启一大波僵尸入侵。
#If true, players will be invaded by a huge wave of zombies in zombie invasion day
EnableHugeWave = true
#僵尸生成最终最大权重比例:当僵尸权重到达最大值时,他与初始值的比例是多少。加入第一天值为50,此值为x,则最终将增加至50x。
#How many times the final weight is increased to the initial spawn weight(If initial is 60, value is 3, then final is 3 * 60 = 180).
#Range: 1 ~ 6
MaxSpawnWeightMultiple = 3
#是否显示入侵消息:当设置为true时,僵尸入侵到来会在聊天栏显示。
#If true, you will receive detail message about each event when zombie invasion happened.
ShowEventMessages = true
入侵事件概率配置
#铁桶入侵的权重:值越大,僵尸入侵时发生铁桶入侵的概率越大。
#The weight to happen Bucket Invasion when it's a zombie attack day.
#Range: 0 ~ 100000
BucketAttackChance = 100
#水域入侵的权重:值越大,僵尸入侵时发生水域入侵的概率越大。
#The weight to happen Water Invasion when it's a zombie attack day.
#Range: 0 ~ 100000
WaterAttackChance = 80
#报纸入侵的权重:值越大,僵尸入侵时发生报纸入侵的概率越大。
#The weight to happen Newspaper Invasion when it's a zombie attack day.
#Range: 0 ~ 100000
NewspaperAttackChance = 40
#橄榄球入侵权重:值越大,僵尸入侵时发生橄榄球入侵的概率越大。
#The weight to happen Football Invasion when it's a zombie attack day.
#Range: 0 ~ 100000
FootballAttackChance = 50
#万圣节入侵的权重:值越大,僵尸入侵时发生万圣节入侵的概率越大。
#The weight to happen Halloween Invasion when it's a zombie attack day.
#Range: 0 ~ 100000
HalloweenAttackChance = 20
#随机入侵的权重:值越大,僵尸入侵时发生随机入侵的概率越大。
#The weight to happen Random Invasion when it's a zombie attack day.
#Range: 0 ~ 10000
RandomAttackChance = 100
#蹦极入侵的权重:值越大,僵尸入侵时发生蹦极入侵的概率越大。
#The weight to happen Bungee Invasion when it's a zombie attack day.
#Range: 1 ~ 10000
BungeeAttackChance = 40
#屋顶入侵的权重:值越大,僵尸入侵时发生屋顶入侵的概率越大。
#The weight to happen Roof Invasion when it's a zombie attack day.
#Range: 1 ~ 10000
RoofAttackChance = 50
#钢铁入侵的权重:值越大,僵尸入侵时发生钢铁入侵的概率越大。
#The weight to happen Metal Invasion when it's a zombie attack day.
#Range: 1 ~ 10000
MetalAttackChance = 25
#巨人入侵的权重:值越大,僵尸入侵时发生巨人入侵的概率越大。
#The weight to happen Giant Invasion when it's a zombie attack day.
#Range: 1 ~ 10000
GiantAttackChance = 25
#迷雾来袭的概率:值越大,僵尸入侵时发生迷雾入侵的概率越小。
#The related value to happen Fog Event when it's a zombie attack day(If the value is x, then the chance is 1/x).
#Range: 1 ~ 10000
FogAttackChance = 12
#隐形僵尸来袭的概率:值越大,僵尸入侵时发生隐形僵尸来袭的概率越小。
#The related value to happen Invis Event when it's a zombie attack day(If the value is x, then the chance is 1/x).
#Range: 1 ~ 10000
InvisEventChance = 15
#迷你僵尸来袭的概率:值越大,僵尸入侵时发生迷你僵尸来袭的概率越小。
#The related value to happen Mini Event when it's a zombie attack day(If the value is x, then the chance is 1/x).
#Range: 1 ~ 10000
MiniEventChance = 10
结构配置
#戴夫的别墅之间的距离指数:数值越大间隔越远。
#the distance value between dave villa.
#Range: 1 ~ 1000
DaveVillaDistance = 40
#铁桶小屋之间的距离指数:数值越大间隔越远。
#the distance value between bucket house.
#Range: 1 ~ 1000
BucketHouseDistance = 32
#海豚小屋之间的距离指数:数值越大间隔越远。
#the distance value between dolphin house.
#Range: 1 ~ 1000
DolphinHouseDistance = 32
#墓地小屋之间的距离指数:数值越大间隔越远。
#the distance value between grave house.
#Range: 1 ~ 1000
GraveHouseDistance = 28
#雪人小屋之间的距离指数:数值越大间隔越远。
#the distance value between yeti house.
#Range: 1 ~ 1000
YetiHouseDistance = 28
#太阳神庙之间的距离指数:数值越大间隔越远。
#the distance value between sun temple.
#Range: 1 ~ 1000
SunTempleDistance = 40
实体生成权重配置
#阳光实体的生成权重:数值越大权重越大。
#spawn weight of Sun.
#Range: 1 ~ 200
SunSpawnWeight = 50
#僵尸海豚实体的生成权重:数值越大权重越大。【暂时还无法生成】
#spawn weight of ZombieDolphin.
#Range: 1 ~ 200
ZombieDolphinSpawnWeight = 1
#吃货僵尸实体的生成权重:数值越大权重越大。
#spawn weight of FoodieZombie.
#Range: 1 ~ 200
FoodieZombieSpawnWeight = 1
#潜岩浆僵尸实体在地狱的生成权重:数值越大权重越大。
#spawn weight of LavaZombie at nether.
#Range: 1 ~ 200
LavaZombieSpawnWeight = 15
#墓碑实体在主世界的生成权重:数值越大权重越大。
#spawn weight of TombStone at night in overworld when invasion.
#Range: 1 ~ 200
TombStoneSpawnWeight = 5
#雪人僵尸在主世界雷雨天的生成权重:数值越大权重越大。
#spawn weight of YetiZombie in overworld.
#Range: 1 ~ 200
YetiZombieSpawnWeight = 1
世界其他配置
#能否生成原版的怪物:如果为false,主世界将取消自然生成原版的怪物。
#if false,there will have no monster of default mc spawn in overworld.
CanSpawnDefaultMonster = true
#给予初始的植物卡帮助:设置为true,玩家第一次进入世界会获得一些基础的植物卡(向日葵卡、豌豆射手卡等等)。
#If you set it true, you will get some basic plantcards when you first join world.
GiveBeginnerReward = false
实体配置
#植物能否以队伍来判断敌人:如果为true,植物会攻击所有有队伍但与其主人不同队伍的实体(包括玩家)。
#if true,when plant's owner is in a team,the plant will attack the entity from other team(include players).
PlantAttackTeam = false
#能量豆僵尸的生成权值:数值越大,能量豆僵尸生成的概率越大。
#the spawn chance of zombie with plant energy(the bigger,the more chance it spawn).
#Range: 0 ~ 50
ZombieSuperChance = 1
#阳光僵尸的生成权值:数值越大,能量豆僵尸生成的概率越大。
#the spawn chance of zombie with sun layer(the bigger,the more chance it spawn).
#Range: 0 ~ 30
ZombieSunChance = 1
#玩家初始阵营:1为植物阵营,0为中立,-1为僵尸阵营。
#The Group of player, 1 means u are in plant group(zombie will attack u), 0 means u are mid(no plants and zombies attack u), -1 means u are in zombie group(plant will attack u).
#Range: -1 ~ 1
PlayerOriginGroup = 1
#魅惑捣蛋鬼僵尸的成功率:玩家手持糖果右击成功魅惑捣蛋鬼僵尸的概率。
#The value related to the chance to use candy charm TrickZombie(if set to x, the chance is 1/x).
#Range: 1 ~ 100
TrickZombieCharmChance = 3
#毁灭菇核爆破坏方块的范围:如果为3,那么毁灭菇会破坏7*7的水平方块(不影响深度)。
#The width range when doom shroom explosion will destroy,0 means no destroy.
#Range: 0 ~ 10
DoomRange = 3
实体存活时间配置
#阳光实体存活的时间tick:数值即tick数。
#how many ticks can the sun entity live.
#Range: 1 ~ 1200
SunLiveTick = 400
#钱币实体存活的时间tick:数值即tick数。
#how many ticks can the coin entity live(include gem).
#Range: 1 ~ 1200
CoinLiveTick = 400
#宝石实体存活的时间tick:数值即tick数。
#how many ticks can the jewel entity live.
#Range: 1 ~ 1200
JewelLiveTick = 500
#能量豆实体存活的时间tick:数值即tick数。
#how many ticks can the energy entity live.
#Range: 1 ~ 1200
EnergyLiveTick = 400
#普通子弹实体(例如豌豆)存活的时间tick:数值即tick数。【0.4.2被删除】
#how many ticks can bullet entity live.
#Range: 100 ~ 1000
BulletLiveTick = 150
#植物实体存活的时间tick:数值即tick数。
#how many ticks can plant entity live.
#Range: 1 ~ 1000000
PlantLiveTick = 24000
#保龄球实体存活的时间tick:数值即tick数。
#how many ticks can bowling entity live.
#Range: 1 ~ 1000000
BowlingLiveTick = 300
#小推车实体存活的时间tick:数值即tick数。
#how many ticks can lawnmower entity live.
#Range: 1 ~ 1000000
LawnMowerLiveTick = 200
#雪人僵尸实体存活的时间tick:数值即tick数。
#how many ticks can yeti entity live(how long will it stay).
#Range: 1 ~ 1000000
YetiLiveTick = 2400
方块配置
#原始精华块蔓延的概率:可以理解为原始精华块蔓延的时间,数值越大概率越小。
#About the chance you got essence_ore from origin_block.the bigger the value is,the lower chance you get(more specificly 1/x).
#Range: 1 ~ 100
OriginChance = 5
#用骨粉使大嘴花方块繁殖的概率:数值越大概率越小。
#The chance when you use bone meal to grow chomper,the bigger the less chance.
#Range: 5 ~ 100
ChomperGrow = 20
#树苗转化为原始精华矿的概率:数值越大概率越小。
#The chance when sapling turn to origin ore,the bigger the less chance
#Range: 2 ~ 100
SaplingTurnOrigin = 8
破坏方块配置
#玩家打草掉落豌豆的概率:数值越大概率越小。
#the drop chance of pea when you break grass.the bigger the value is,the lower chance you get.(more specificly 1/x)
#Range: 1 ~ 1000
DropPeaChance = 16
#玩家打草掉落卷心菜的概率:数值越大概率越小。
#the drop chance of cabbage when you break grass.the bigger the value is,the lower chance you get.(more specificly 1/x)
#Range: 1 ~ 1000
DropCabbageChance = 32
物品配置
#玩偶匣物品爆炸概率:右击玩偶匣物品获取惊喜时,爆炸的概率。值越大,概率越小(1/x)。
#The chance when player got a surprise when use jack box.the bigger the value is,the lower chance you get.(more specificly 1/x)
#Range: 1 ~ 1000000
JackBoxSurpriseChance = 10